VAMPIRE

Vampire Player Characters:

Vampires gain +3 to their Strength.

Vampires get all those nice Vampire traits, with the exception of Enslaved – a player character Vampire is assumed to have broken free of the control of its master. They instead gain Adversary (Major) instead.

Being a Vampire costs 6 Character Points and 4 Story Points.

All Vampires have the following Traits:

Adversary (Major): Their former sire.

Hypnosis (Major): +2 bonus to control another’s actions and feelings.

Immortal (Major): Vampires are eternal.

Indomitable: +4 bonus to any rolls to resist psychic control.

Psychic: +4 against mental attacks and may attempt to read minds.

Psychic Training: +2 bonus to Resolve rolls when trying to resist psychic attack or deception.

Telepathy: May create a mental link to read minds or converse telepathically.

Tough (Minor): Reduce total damage by 2.

Dependency (Major): Suffers a -4 penalty to all rolls if denied blood for a specific period.

Distinctive (Minor): -2 penalty to rolls to blend in. Others have a +2 bonus to remember or recognise the Vampire.

Enslaved (if Vampire is an NPC) (Major): Must obey the will of the Vampire who made them, and suffers a -2 penalty to attempts to voice opinion. If the elder Vampire dies, so do its progeny.

Frenzy: The Vampire must roll to resist frenzy when hungry. Rolls Resolve + Strength against a Difficulty of 12. In a frenzy, the Vampire attacks anything nearby.

Obsession (Minor): Hungry for the blood of the living.

Weakness (Minor): -2 penalty to rolls when in the presence of holy objects and certain herbs.